DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

Hi. I recently bought this game. I managed to get some time to play today. Here are my thoughts: I was expecting something like Starcraft. However, this game plays a lot like Supreme Commander. Supreme Commander, from what I understand, plays a lot like Total Annihilation. Maybe its like that because frogboy likes that game. It doesn't matter, I've played games like this before so I was able to quickly figure out the basics. Some buildings provide a constant stream of resou

2 Replies 1,149 Views

[quote who="twilight024" reply="73" id="3566989"] how did you get it to focus on only lasers? Mine have proportionately even damage for each weapon type depending on tech [/quote] Well, for starters, this thread was written nearly 5 months ago... back when the game was still in beta. This thread was written when carriers first showed up. Some details have changed since then. Some of those changes include having more types of fighters (instead of just the 1 type

74 Replies 277,170 Views

Its been years since I last used Paypal. They did something to piss me off. I suppose this is a good time to ask for my account to be closed. I haven't felt the need to do anything about it until I heard about this. Question, would asking them to close my account be enough to solve all future problems with them or would I need to do something more?

33 Replies 124,701 Views

Hmm... I wish I could have done more. It seems that I had trouble getting involved in this game. I felt like I was being ignored (we only got hotkeys recently), or maybe my idea of an ideal 4x space game was different than what the devs wanted. There many features like tile adjacency bonuses that were added (that I don't like because it increases micromanagement), while some features that I wanted haven't been implemented or implemented late (like hotkeys for the guard command). Becau

49 Replies 116,147 Views

This has been seen before. Several bonuses unique for the Yor (or to synthetic races in general) used to work until the devs made a few changes to how things work. I don't know if the devs are aware of it since it has been around for several betas.

9 Replies 8,677 Views

I've seen this before. I think what happens that each hex has a land quality value to it. It think this has something to do with how much of the tile looks like land, and how much looks like water. Different terraforming techs seem to require a minimum land quality in order to be applied. I think the problem you are dealing with on your world is that it has no tile that meets this minimum rating for soil enhancement, so you can't build it.

6 Replies 3,574 Views

I tried to put more stuff down, but I couldn't remember all the stuff I had thought of. Plus I was busy, so I had to stop at some point. My main effort was to present stuff as dry facts when I could. The GalCiv 2 tutorial was a section where you could go watch videos. It was not interactive, but it had more content. Some of that more content included rally points. It was also content that you could consume as you pleased. You did not have to play half a map to learn how to do p

2 Replies 2,929 Views

I'm not sure how many people have played this yet, but there is a tutorial out now that you can play. Here are my thoughts on it: -The story is nothing fancy, not that a tutorial requires one. Tutorials might be skipped by experienced players, or people who want to jump into the game. Good stories should be saved for something like the campaign. Anyways, the story involves a group of Terrans who after fleeing the Drengin for a time have found some place safe to settle down

2 Replies 2,929 Views

I haven't been able to find where all the stats are shown. I've found the charts, but not the stats. I'm looking for something that will list all the stats that is currently affecting my empire. For instance, +50% manufacturing, +40% laser weapon range, and +20% ship capacity. I'm wondering, has anyone managed to find what I'm looking for?

1 Replies 1,964 Views

[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] I don't like it. In GalCiv 2 TA expansion, me wanting to nab other civs unique techs was a good reason for me to hold back on annihilating them. Made me focus on annihilating someone else that had less useful techs or civs that

156 Replies 665,536 Views

I'm one of those people who like to try to get everything. Or die trying. Or ignore them if it is a bad time to try to get them. If I have the opportunity, I try to nab all the specializations. However, most of the time, you are better off pushing ahead nabbing better engines, weapons, or whatever it is that the specializations are supposed to improve. Or go nab a balance between weapons, defenses, engines, factories, and what have you. As for ideological points, I&#

156 Replies 665,536 Views

I don't know what is synthetic growth bonuses and synthetic population cap is supposed to do anymore. They seemed to have stopped working after they replaced the assembly project (population growth per turn per x amount of manufacturing put into it) with the assembly improvement (which increases population by 5 when completed). It would be helpful if the devs stopped to tell us what they are supposed do has changed or not.

3 Replies 2,239 Views

I've made the same observations many betas ago. It still doesn't work. The population cap doesn't work either. You can get large populations as the Yor. It hasn't worked ever since they tried to move away from using a project to grow population, and instead replaced it with a planet improvement.

5 Replies 6,615 Views

The problem that I have with this is, I usually opt out of mining these resources. I don't consider them worth it. When these resources are so damn close to my planets, which I like using my economic starbases on, I have to choose if I want to use my economic starbases or mining starbases. Mining starbases usually lose, but the AI seems to think that these resources are the best thing ever. Hence why my space got spammed by starbases in my last game. A quick fix might be to ret

57 Replies 21,309 Views

Like many, I got a knee jerk worry reaction when I heard that the game is going to released soon. But then I read that beta 6 is coming out soon. Hopefully that version would be good enough for release by then. Anyways, I'm hoping for changes that will reduce the amount of micro management this game needs. There have been times when it has been too much and I stop playing for a few days (or longer) because I don't want to deal with it. I find that there is plenty of that wi

36 Replies 41,069 Views

This game doesn't carry a whole lot of premade ships. Either the player designs their own ships or the game designs the ships. I like leaving the ship designing to the game as then I don't need to worry about redesigning my ship for every time I research a new weapon tech. The ships the game designs for you is good enough for the most part (and made using currently available techs), but it could include a mechanism so that you could design your own blueprints, how the game

3 Replies 2,805 Views

I do not like the current starbase system. The reality is, I build my starbases the same way every time (with rare exceptions). For economic starbases, I first max out manufacturing (so my nearby planets can build constructors faster, and maybe do some planet upgrades later), then upgrade morale, then add modules to take advantage of precursor artifacts, and then decide if I should max out research and/or economics. The end result is, for me, that this isn't much different than

86 Replies 306,896 Views

Well, soil enhancement is the exception. It is a level 1 terraforming improvement, so you don't get anything for waiting. As a level 1 terraforming improvement, it can only compete with the unlimited level 1 terraforming improvement that the rest get to avoid. In fact, it cheaper to build the than its competitor, so you would want to build it anyways to get a discount. The rest are different because they can terraform tiles that the level 1s can't. That is why I gave them l

15 Replies 5,610 Views

At this time, I really dislike how terraforming is done. The problem is, I find you get the best terraforming results if you hold off until you get all the terraforming techs. This means holding back until you get to the third age of the game, something that might not happen in a lot of games. There several reasons for holding back: First off, there is a terraforming improvement that can terraform all level 1 terraformable tiles. Because you can terraform less advanced t

15 Replies 5,610 Views

@ Franco fx Don't worry about it. I was more confused by several people (you included) than anything else. ---- As for shipyards, I had something in mind, but I was having trouble articulating my thoughts on it at the time. Yes, which shipyards that get the build orders do matter. It could be for reasons such as one shipyard that already has many ships in queue while another does not, so being able to choose a different shipyard could be used to find one t

5 Replies 2,158 Views

Am I doing a bad job of explaining things the past few days? I didn't say that the new system was bad, I actually like most of the changes. What I was doing was being focused on the stuff that I thought need fixing, but it seems that I came across as being overly negative. I'll go check if all types of support ships are pulled if the conditions are right. I don't think I notice much already built ships being pulled because I use things that prevent the pull.

5 Replies 2,158 Views

Err... maybe I did a bad job of explaining things regarding to the Yor's synthetic population. You suggestions seem to resemble how things used to be. Let me try again. The Yor used to have an assembly project. This project would convert manufacturing points into population growth. For every x amount of manufacturing put into it, the population would grow by Y. I forget the exact numbers, but it might have been something like for every 20 points of manufacturing put into it, yo

8 Replies 10,369 Views

Some bugs and suggestions: ---- Starbases stealing constructors. It is possible for multiple starbases directly ordering constructors to get fewer constructors than what was ordered and for other starbases to get more than what was ordered. I call this constructor stealing. After many tests, what seems to happen is the shipyard will give the flight plan of next constructor to be built to the constructor that was just built. If a constructor is the last item in the build

5 Replies 2,158 Views

I've been seeing it myself. Not just the governor's tab. I can't do any upgrading without having to shift through a lot of ships. I don't know why they are 50+ survey, colony, or scout ships, but there are they. Also why are they just colony ships instead of colony ship M1 or M2 or some other number?

2 Replies 3,887 Views

[quote who="Noctros" reply="2" id="3533506"] Synthetic growth rate seems to have no effect. I have not seen this stat either reduce the time required for the assembly project or increase the population yield of the assembly project. Some clarification on how this stat works would be appreciated. [/quote] The game mechanics for synthetic species has changed through the betas. There used to be an assembly project where the effects of the growth depended on how much manufact

8 Replies 10,369 Views